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AIME codebase
version 0.60 (July 2001)
written by Slate
(noelg@acm.org)
This is just a little "starter" file to help lead you through what
you need to get the mud up and running. The installation should be
fairly straight-forward on a linux box as it does not really use
special libraries. It has been successfully compiled on a Debian 2.1 and
Redhat 6.1 box with libc6. It has been less thoroughly tested on
Slackware, Caldera, Mandrake, and SuSe. Anything beyond these
I can't attest to how well it will compile but will be happy to help
anyone get it working on their box (at least while it is still in beta
and there are a small number of folks requesting help). There have been
some problems with Mandrake and OpenBSD recently which are still
unresolved so if you have these systems, you may encounter difficulties.
If you find ways around them, please let me know at noelg@acm.org.
Directory Structure:
The directory structure of the mud was laid out to provide
functional division of the data. The src directory contains the
C source code while the include directory contains the header files
for that source code. One file to note, the data/aime.conf file
is a key file towards configuring the mud to your liking. The data
directory stores most of the data that gives the mud a unique feel.
This includes spells, skills, actions (socials), levels, quests,
and various help and info files. It also includes the user
database. The areas directory stores the areas that make up the
world of the mud. Finally, the utils directory stores mud
utilities, such as the password generator and the area converter
(used to convert areas from other muds to AIME format).
World Packaging and Install Tool:
In the main mud directory are two scripts which provide a way
to package your world for distribution or backup and install
other's worlds. By typing "./package myworld", the script will
package all the data up that makes up your mud, to include
areas, spells, skills, actions, levels, and quests and place
it in a file called myworld_pack.tar.gz. This way, you can
backup the mud in case it gets corrupted or pass on your work
to others so they can install it in their mud. To install the
package, one would type ./install_package myworld and it would
install the myworld_pack.tar.gz file into the mud.
Mud Installation:
Once unpacked, the mud should be fairly simple to install. The
defaults in data/aime.conf should work but it would be wise to change
a few things. IMPORTANT: YOU MUST CHANGE BASEDIR TO YOUR BASE
DIRECTORY FOR AIME TO WORK PROPERLY! You can find the BaseDir field
in the aime.conf file. Next, ensure the Gameport and Buildport are set
to the ports you want the game port and builder port to use. If
you expect the mud to crash, you should undefine the Daemonize
feature. This way you can get a core dump to debug. Autowiz can be
used to give everyone who logs on full priviledges. You will probably
want to ensure that is undefined as if it is not, any joe player can log
on and mess with things.
Now you are ready to compile the mud. From the base aime directory,
you first need to run the configure script. Do this by typing "./configure"
and if there are no errors, start the mud compiling by typing "make install".
This will install the entire mud and place the binary in the bin directory.
On some of the older versions, international language support is enabled
and you may encounter an error message about unable to write to
/usr/local/share. This means you don't have proper permissions on that
machine and you will need to just type "make" and manually copy
aime/src/mudbin and aime/utils/converter/convert to the bin directory
after it finishes compiling. On the latest versions, this should not come
up. If you are upgrading, be sure to run "make clean" before "make" or
"make install" to clean up from the old version.
For your initial startup, you are going to want to create a full priviledged
user. You can do this by going into aime.conf in the data directory and setting
AutoWiz to yes. When this is set, every new player that is created will have
full priviledges. Boot up the mud with the following instructions. Don't
forget to turn AutoWiz back off and restart the mud after you have created
your character, otherwise others who login after you will also have full
priviledges.
To start up the mud, run the mudbin binary found in the bin
directory and the mud should start up. If you don't have daemonize
set in aime.conf, you will need to run mudbin in the background by
typing "./mudbin &". Daemonize is not currently recommended as it
can cause a crash that will fill up your logs quickly.
Getting Started:
You can now telnet into the game port and create your first character.
Once logged in, you can use that master account to create other
players who are full powered.
To permit your character to login at the builder port, you will
need to add your host to the bhosts allow list. Type 'help bhosts'
for the syntax. Typing 'help' will give you a list of commands and
typing 'help <command>' will provide help on a specific command.
To use the builder port, reference the tutorial found at
http://aime.sourceforge.net/tutorial.html. Once you have
created a location, you can ensure the players enter the game at
that location by typing 'set defstart <locname>@<area>' in the
game port.
A few zones are included to demonstrate some features of AIME
and provide a starting point. They can be installed using the
install_package instructions above. The areas are really for
demonstration purposes and while I wouldn't force you not to use
it, you should really develop your own world. Also, not everything
has evolved in the zone along with the code, so you may get some
errors when using it.
This is the quick and dirty for getting started. As I am sure
I have failed to explain many aspects of this codebase, don't
hesitate to send me an E-mail at noelg@acm.org and I will help
clear things up as necessary (and add the explanation to this
documentation for later distributions). Please report bugs,
suggestions, or criticism to noelg@acm.org as well. I am not a
professional coder, more a hobbyist, so you may have some criticisms
with the way I did certain things. I would be happy to hear them
so I can improve my coding style.
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